Warlock
Base Class: Warlock

 

At level 3, Tech Fusion Warlocks gain the ability to summon small mechanical familiars—sleek, metallic constructs that reflect the warlock’s will. These drones have a unique function, but there is always a cost. By creating them, the Warlock siphons off their own Armor, leaving themselves exposed on the battlefield. The trade is tactical, the warlock sacrificing personal defence to animate their creations. Each of these drones becomes an extension of the Warlock, acting as either an offensive force, a scout, or a distraction to manipulate the battlefield.

Although at this level a Warlock can summon up to three mechanical servants, only one can be used effectively in combat at a time. The other two serve auxiliary roles—scouting, aiding allies, or simply drawing the attention of enemies. Their presence becomes a chaotic force, flying around the Warlock's head, drawing attacks or providing cover as the warlock strategically moves across the field. It’s hard for enemies to land a blow when there's always something buzzing in their periphery, stealing focus.

Tech Fusion Warlocks rely on their charisma to command these drones offensively, directing their attacks with decisive authority. Their charisma empowers their magic, allowing them to control their creations with unmatched precision. Whether launching attacks or weaving between their enemies, a Warlock’s offensive abilities are tied directly to their ability to command their creations with force and intent.

For subtler tasks, Tech Fusion Warlocks rely on intelligence, using their mechanical drones to scout terrain, gather information, or sow confusion among the enemy ranks. With a quick thought, they can send a drone skimming over the battlefield, spotting hidden traps or enemies from a distance. This intelligence also comes into play when using drones to distract enemies or shift the tide of battle in their favour, all while the Warlock remains elusive and calculating in the background.
lv - 1 [arm] 
lv - 3 [pact boon] 
lv- 6 [2 casual drones , shield]
lv - 10 [option shield sword drone + healing drone + … drone gives 1 {spell slot to selected user 4th level} ]

lv 1 (L3 warlock) - : [ pact of the blade]

in exchange with your patron you have sacrificed a limb in doing so you have created a conduit of your patron being able to change the shape of your exchanged limb 

lv 3 - drones - hp 5 / ac 13 * 3.

drones are able to be given to other players  and are able able to spell cast though these drones and as an action use distraction using up all movement to distract. con save of 8 , on a  save the target has an opportunity attack on fail , on a success has disadvantage on attack roles and actions till the start of your next turn. on a drones death return hp and ac to yourself, to recast a drone take a action  and additionally you cant make any  movements that turn  

lv 6  hp 8 ac 13 - standard drone *3 
drones are now able to hold 1 spell slot each as an additional spell slot (this does not stack on how many drones are attached) lv 4 spell slots are able to be sacrifice to fuel the spell slots of the drones which are taken from the player it is attached too. 
drones attached to players can also cast there magic through the drone as a conduit 

shield drone - hp 10 ac 15 
shield drone,  a shield drone when attached to a players a bonus action, the shield drone can ram a creature within 5 ft of an attached ally. The target must make a strength save equal to your spell save DC or be pushed back a number of feet equal to your proficiency bonus * 5. 

 




 

conduit of the tech fusion priestess

arm of the tech fusion priestess (to use the arm as a weapon you must follow the pact of the blade at lv 3)

sword of the arm can be morphed into any of the following (pact of the sword flavouring)
https://www.dndbeyond.com/sources/dnd/basic-rules-2014/equipment#SimpleMeleeWeapons




tec fusion creation

, this drone is completely loyal and stays active until you actively dismiss as it does not run on just magic but your life force as well. it can perform any tasks that you give it so long as its in reason for example a small drone that's 2.5 kg cant move a mountain. 

but is able to cast spells from its core of of the warlocks life energy however when create a low level fusion tec warlock is only able to create one drone of which can provide offensive magic if that drone dies it magic essence is transferred over to another drone  

lv 3 - drones - hp 5 / ac 13 * 3.

drones are able to be given to other players  and are able able to spell cast though these drones and as an action use distraction using up all movement to distract. con save of 8 , on a  save the target has an opportunity attack on fail , on a success has disadvantage on attack roles and actions till the start of your next turn. on a drones death return hp and ac to yourself, to recast a drone take a action  and additionally you cant make any  movements that turn  

lv 6  hp 8 ac 13 - standard drone *3 
drones are now able to hold 1 spell slot each as an additional spell slot (this does not stack on how many drones are attached) lv 4 spell slots are able to be sacrifice to fuel the spell slots of the drones which are taken from the player it is attached too. 
drones attached to players can also cast there magic through the drone as a conduit 

shield drone - hp 10 ac 15 
shield drone,  a shield drone when attached to a players a bonus action, the shield drone can ram a creature within 5 ft of an attached ally. The target must make a strength save equal to your spell save DC or be pushed back a number of feet equal to your proficiency bonus * 5. 



DRONE : L3
movement up to 30 ft flight 
ac 13 - hp 5 

spell slots - 1 
dmg - slash (1d4, slashing)

actions 
: distraction
: attach - with the action attached the drone "attaches" itself to a party member this member can cast spells using the drone as a catalyst as an action  from the warlocks spell selection or there own using its one spell slot or sacrificing one of there's to use the catalyst

Priestess spells

 

priestess
Warlock Level Spells
   

Dark One’s Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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